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TWENTY –ONE
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ECARTE
Once a leading stake game for two hands in France and England, Ecarte has suffered a study decline. But it has attractive elements and a pace that make it potential candidate for revived popularity.
Requirements
1. Two players.
2. A 32-card deck, made up by stripping out all cards below the seven.
3. The cards rank: king (high), queen, jack, ace, ten, nine, eight, seven (low)
Beginning of the game. The selection of the dealer, seating positions, changing seats, shuffle, and cut are as provided under the General Rules for Card Games , chapter 1.
The Deal. Each player is dealt a hand of five cards; three at a time, then two at a time; or the other way around, alternately, beginning with nondealer. The eleventh cards is turned up, and its suit is trump for the entire deal. If it is a king, the dealer scores a point immediately. The reminder if the deck may be used for further play, but the trump card is not used and is kept face up during the play.
Object of the Game. To win at least three out of five tricks.
Drawing. If the nondealer wishes to play his original hand, he says “I play.” If he wishes to strengthen his hand by discarding and drawing to it from the stock, a privilege the dealer then shares, he says “I propose.” The dealer may refuse this privilege, by saying “Play”; or he may accept it, dealing the opponent as many cards from the top of the stock as he discards. The dealer may then discard and draw to fill his own hand. this process may be repeated alternately until one of the players announces that he is ready to play. (With the deck exhausted, the number drawn must be the same as the number discarded. Discards are made face down, and may not be examined thereafter.
Declaration of King. If the king of trumps is not turned up as the eleventh card, the player holding the king may score 1 point provided the holding is announced before a card is led. If the player holding the king does not wish to declare it, he does not have to do so. But he may not score for it in that case.
The Play. The nondealer leads any card he pleases to the first trick. Before he does so, he should say “I play.” It is customary to announce the suit that he is leading but not the denomination of the card. The dealer must follow suit, if able; and is compelled to take the trick with a higher card, if he can. If he cannot follow suit, he must play a trump, if able; if not possible, he discards any card. The higher card of the suit led takes the trick, unless it is trumped; in the latter case the trump or the highest trump wins. The winner of each trick leads to the next, announcing the suit of the card led. If this is announced incorrectly, the other player may demand that the card be taken back and one of the announced suit led; or that the card led remain. If the leader has no card of the suit he announced and failed to lead, the other player may name a suit for him to lead. The winner of a trick turns the trick face down in a trick pile in front of him, and play continues in this way until all five tricks have been played.
Scoring. The nondealer who stands, or dealer who refuses, or either player who finally elects to play, scores 1 point for three tricks; 2 points for vole, or five tricks. If a player stands or more tricks, the other play scores 2 points. The game may be scored with pencil and paper.
Additional Rules
Misdeal. A misdeal loses the deal. Any faced card except the eleventh causes a misdeal. If either hand has too few or too many cards, the opponent may claim a misdeal, or may have the correct number arrived at by adding from the stock or drawing. If more tan one card is faced for trump, the opponent, if he has not examined his hand, may claim a misdeal, or select the trump; or if he has seen his hand, he may claim a misdeal, or declare the eleventh card to be the trump.
Renounce. If a player does not follow suit or win a trick when possible, or if he trumps when he could follow suit, it is a renounce. The cards are taken up, the hand is played over, and if the renouncer takes less than five tricks on the replay, he does not score. If he takes five tricks, he scores 1 point only. A player leading out of turn must take back the card unless the opponent has played to it, in which case it stands. Tricks must be turned down and quitted as soon as taken, and may not be reexamined under any circumstances until the end of the hand, on penalty of playing the balance of the hand exposed, though not subject to call.
Strategy of Ecarte. The play of Ecarte is almost completely mechanical, with little chance of showing any great skill. Practically the entire game is a matter of when to stand and when to propose. There are certain hands, called jeusx de regle, on which the opponent should play without proposing, and on which dealer should refuse. These are:
1. Any hand with three trumps in it.
2. Any hand with two trumps and free cards of one suit; or two cards of one suit as high as queen; or two cards of one suit and king of another suit; or three cards of different suits, as good as king and jack.
1. One trump and three winning cards in another suit; or a four-card suit to a king; or three cards of one suit, with two kings in hand.
SKAT
Skat, the most popular game of Germany, has been carried by German emigrants to other countries, where they have won many converts to it. Many rate it among the most scientific of all games.
Requirements
1. Three, four, or five players, but only three play at a time.
2. A 32 – card deck made of the standard 52-card deck with the two’s three’s, four’s five’s and six’s stripped out.
3. Rank of cards: When there is a trump suit, the four jacks are always the four highest trumps, ranking as follows regardless of which suit is trump: club jack (high), spade jack, heart jack, diamond jack. The remainder of the trump suit, and also no-trump suits, rank in order: ace (high), ten, king, queen, nine, eight, seven (low). When there is no trump suit the cards in every suit rank: ace (high), king, queen, jack, ten, nine, eight, seven (low).
4. In home play, the selection of the dealer, seating positions, changing seats, shuffle, and cut are provided under general poker rules for Card Games, chapter 1.
The Deal. The cards are dealt only to three players. With four at the table, the dealer does not give cards to himself. With five at the table, the dealer omits himself and the third player to his left. In any event, the first packet of cards is dealt to the player adjacent to dealer at his left.
The rule of the deal is “three-skat-four-three.” That is, a round of three cards at a time is dealt. Then two cards are dealt face down in the center of the table, constituting a skat, or blind. Then a round is dealt four at a time, and finally a round three at a time.
Designation of Players. The player adjacent to the dealer at his left is called the forehand, or leader, the other two players in order being the middle hand and the rear hand (or end hand). He who finally wins the right to name the trump is then called the player, and the other two becomes the opponents.
Bidding. The leader is entitled to name the trump unless another player makes a bid which the leader is unwilling to equal. The leader does not specify how high he is willing to bid. The middle hand beings by making a bid. If the leader is willing to bid the same amount, he says “I hold,” or “Yes.” To win the right to name trump, the middle hand must increase his bid to an amount that the leader is unwilling to meet. When a player wishes to drop out of the bidding he says “Pass,” or “No.” When the survivor is determined as between the leader and middlehand, the rear hand may if he wishes try to buy the privilege by the same procedure of bidding against the survivor. If the middlehand and rear hand pass without making any bid, the leader may name his “game” (without bidding any specific number of points) or may pass. In the latter case, the hand must be played at ramsch.
Each bid names merely a number of points, without specification of the intended trump or game. The lowest possible bid is 10. It is customary to bid up by increases of two 10,12,14, and so on. On conclusion of the bidding, the winning bidder, now called the player, must declare his “game.”
The “Games.” Following is the list of the 15 possible games that may be declared by the player, together with the base value of each.
Game
Base Value
Tournee
With diamonds as trumps
5
With hearts as trumsp
6
With spades as trumps
7
With clubs as trumps
8
Solo
With diamonds as trumps
9
With hears as trumps
10
With spades as trump
11
With clubs as trumps
12
Grand
Tournee
12
Guckser
16
Solo
20
Ouvert
24
Ramsch
10
Null
Simple
20
ouvert
40
Tournee. On declaring tourneee, the player picks us the top skat card. He may accept it as fixing the trump suit, in which case it must be shown to the others, or he may reject it without exposure (this privilege is called “Pass mir nicht” – “It does not suit me”). If the first skit card is rejected, the second is turned face up and fixes the trump suit. The game is then known as “second turn.” If the card turned is a jack, will be trumps, in which case the game becomes grand tournee. When trump was fixed by the first or second card, the player is entitled to put both skat cards in his hand and then discard any two cards face down.
Solo. On declaring solo, the player must also name the trump suit. The two skat cards (blind) are left face down and the hands are played out as dealt.
Grand. In all grand games the only trumps are the jacks. Grand solo is played without the use of the skat. On announcing guckser, the player picks up the skat cards without showing them, then discards face down any two cards to reduce his hand to ten. Grand ouvert is a contract to win all of the tricks, with the player’s hand exposed on the table before the opening lead. Grand tournee can arise only through the chance that a jack is turned up from the skat, following announcement of toournee. The player then has the option of declaring only jacks trumps, for a grand tournee.
Null. At null, there are no trumps, and the straight poker card in each suit rank: ace (high), king, queen, jack, ten, nine, eight, seven. Announcement of null is a contract not to win a single trick. The skat cares are set aside unused. At null ouvert the player must expose his whole hand face up on the table before the opening lead.
Ramsch. Played only when all three participants refuse to make a bid or name another game. Ramsch is a grand game, with only the jacks trups. Each plays for himself and tries to take in as few points as possible.
The Skat. The two cards set aside from the play, whether they are the skat originally dealt or discards from the player’s hand, are added to the player’s tricks at the termination of play. any counting cards found in the skat are reckoned in his score. At ramsch, the skat is added to the winner of the last trick.
Values of the Games. The point value of each game has to be computed for scoring as well as bidding purposes. The point value of null games is invariable, as gi en in the table under section The “Games.” The point value of every other type of game is found by multiplying the base value, as given in the table, by the sum of all applicable multipliers. Following is the list of possible multipliers:
Matadors (each) 1
Game 1
Schnelder 1
Schnelder announced 1
Schwarz 1
Schwarz announced 1
Matadors. The term matadors refers to the holding of top trumps in unbroken sequence from the jack of clubs down. A hand holding the jack of clubs is said to be “with” a specified number of matadors. A hand lacking the jack of clubs is said to be “against” as many matadors as there are trumps higher than the highest in the hand. Examples: A trump suit headed by club jack, spade jack, diamond jack is “with two,” because the jack of hearts is missing. A trump suit headed by jack, ace, ten of diamonds is “against three.”
The first item in the total of multipliers applicable to a trump declaration is the number of matadors which the hand is either “with” or “against.” The skat cards, whether used or not during play, are reckoned as part of the player’s hand in counting matadors. If the hand is “with,” the skat may increase but cannot decrease the value of the play poker card game . But if the hand is “against,” a matadors found in the skat may decrease the value. Example: A player has bid 30 and declares heart solo. His trumps are headed by jack of hearts. Thus he is “against two,” and expects to make contract through “matadors 2, game 1, total multipliers 3; 3 times 10 is 30.” But jack of clubs is found in the skat. The hand is thus “with one,” the multipliers are reduced by one, and the player is set unless in the play he manages to make Schneider.
Game. In declaring any trump game, the player contracts to win in tricks (plus whatever is in the skat) at least a majority of the 120 points in the pack, reckoned on his count:
Each ace counts 11
Each ten 10
Each king 4
Each queen 3
Each Jack 2
For gathering in trick cards that total 61 points or more, the player earns one multiplier, called the point for game.
Schneider. The player strives to reach 61 points in cards, while the opponents strive to reach 60. failure by either side to reach the half-total, that is, 31 for the player, 30 for opponents, constitutes Schneider, and adds one multiplier.
The player may add one multiplier by predicting, before the opening lead, that he will make Schneider, that is, gather at least 91 points in cars. Such announcement is allowed only in games where the skat cards are set aside untouched.
Schwarz. The winning of all ten tricks by one side constitutes Schwarz, and it adds one multiplier. The player may announce Schwarz before the opening lead, that is, he may contract to win every trick, and thereby gain one additional multiplier. Schwarz may be so announced only in games where the skat is not used.
computing the Game. The table of multipliers above shows the order in which the total must be computed, for all points beyond the count of matadors are cumulative. That is, having earned any of the subsequent multipliers, the player is entitled to all preceding it. Example: If he earns the point for Schwarz, the player also gets the points for Schneider and Schneider predicted.
The player is not permitted to announce a game which cannot possibly score the value of his bid. That means that he may not declare null if the bid is more than 20, nor null ouvert if the bid is more than 40.
The Play of the Hand. The opening lead is invariably made by the hand at the left of the dealer. The leader may lead any missellaneous card game he holds. Each other hand must follow suit to the lead, if able, remembering that at any trump declaration all four jacks are trumps. If unable to follow suit, a hand may trump or discard as he pleases. There is no compulsion to try to win tricks in any suit if able. A trick is won by the highest trump played if it contains a trump, otherwise by the highest card of the suit led. The winner of each trick leads to the next.
Object of Play. At all trump declarations, the primary object of play is to win counting cards to the total of 61, the secondary objects are to win 91 points or win all the tricks. if the game is null or Schwarz announced, the object of the player is to gather as few counting cards as possible. It must be emphasized that the player cannot score at all, but loses the value of his game, if he fails to take in tricks the minimum number of points guaranteed by that game –61, 91, all the tricks, or none of the tricks, as the case may be.
Scoring. The score sheet contains one column for each participant in the game. At the end of a hand, the value of the game is computed, as described in the foregoing sections. This value is entered as a plus quantity in the column of the player, provided that it is at least as large as his winning bid, and provided that he has taken the minimum of points or tricks called for by his game. If the player fails in either respect, the value of his game is entered in his column as a minus quantity. But the loss is doubled if the game was guckser or second turn in a tournee.
The multipliers for game, Schneider, Schwarz are duly applied to determine the value of the game, even when the player fails to catch 61 points. In this case, the multipliers are deemed to accrue to the opponents. Therefore, on catching 60 points the opponents need not cease play, but may demand that it continue so that they may try to earn the multipliers for Schneider or Schwarz.
The value of the game may fall short of the bid by reason of an unlucky skat when the player is “against.” But the amount of his loss must be at least equal to his bid. In this case, his debit is the lowest multiple of the base value of his game that equals or exceeds his bid. Example: player bid 24 and announced to spade solo. He was originally “against two,” but skat held jack of spades. Although the player made 61 points in cards, his game was worth only 2 x 11 = 22. His loss is 33, the lowest multiple of the base value 11 that exceeds 24.
Scoring of Ramsch. Ramsch is the only game in which each plays for himself. The player who gathers the least points in tricks is credited with 10 for winning the game, or 20 if he takes no tricks at all, the others scoring nothing. If all three tie in points taken in tricks, the leader is deemed the winner and scores 10 points. If two players tie for low score, the one who did not take the last trick as between these two is deemed the poker winner and scores 10. If one player takes all the tricks, he is considered to have lost the game and has 30 points subtracted from his score.
Settlement. The scoring column is kept as a running total of the points scored (or lost ) by each player. When play terminates and settlement is to be made, each participant pays or receives according to the amount by which his final score falls below or above the average of all the scores. Example:
Final scores:
A B c D
28 -75 137 82
It is convenient first to eliminate the minus signs by adding to all scores the numerical value of the largest minus score. Add 75 to each score above:
A B c D
103 0 212 157
The total of the scores is now 472. Divide by 4, the number of players, to find the average, 118. Then the differences from average are:
A B c D
-15 -118 +94 +39
The final pluses and minuses must of course balance.
Additional Rules. The following excerpts from the official Rules of the North American Skat League cover the major irregularities.
DEALING
Section 1. After the cards have been properly shuffled by the dealer, they must be cut once (by the player to his right, taking off three or more, so as to leave at least three cards in each packet), and dealt in the following order: three-skat-four-three. The full deck of 32 cards must be taken up and dealt.
Section 2. If all cards are dealt, and bidding has commenced, the game must be played, even if the dealing was done out of turn; in such case the next deal must be made by the one who should have dealt before, and then proceed as if no misdeal had been made, omitting, however, the one who had dealt out of turn. Thus each player deals but once during one round.
Section 3. In case a card is served face up, a new deal must be made.
Section 4. A dealer misdealing (or turning a card face up) must deal again.
If in the course of a game it develops that one or more players has either too many or not enough cards, then the player loses the online poker game if he does not have the right number of cards, even if the same thing occurred with the one of the opponents. But if the player has the right number of cards and one or both of the opponents has too many or not enough, then the player wins, even if he would have lost the game otherwise. Each player should make sure before beginning the game that he has ten cards, neither more nor less. (The dealer is no longer fined 10 points for misdealing.)
Section 5. The dealer has the right, and it is his duty, to call attention to any error in the play.
BIDDING.
Section 1. Bids must be made only in numbers, the value of which occur in some possible game.
Section 2. He who bids and is awarded the play must play some hand that will score an equal amount of his bid or more.
OVERBIDDING
Section 1. If a player has overbid his hand, the next higher value of the respective game is counted and charged respective game is counted and charged against the player; except in second turn and guckser, where the charge is doubled.
Section 2. If the player has overbid his game and one of the opponents makes an error, he wins the value of the game, being the amount he might have lost had no error occurred, and the same value shall be charged against the opponent making such error. Both scored within a circle.
The “next higher value” in an overbid hand, mentioned above, is charged against a player if he bids over the multiple. Example: If he bids 40, having DJ in a heart solo and makes 61 points or more, he loses only 40 points if a black jack strategy is in the blind.
THE SKAT.
Section 1. If before a game is announced, it is discovered that one or both of the skat cards are in the hand or amongst the cards of any participant, the dealer shall draw out of the hand of the person having the skat card or cards sufficient cards to leave said player 10 cards, after which the bidding shall proceed as if no mistake had been made, but the player causing this proceeding shall be fined 25 points and is forbidden to participate in the bidding and denied the opportunity to play any game during this particular deal.
Section 2. If any player by mistake has looked at either of the skat cards, he shall be barred from playing and fined 10 points. If he exposed one or both skat cards to another player, dealer shall mix the two skat cards, and he who plays a tournee must turn the top card (second turn is barred), or he can play any other play.
Section 3. A dealer looking at the skat during play is charged with 100 points (encircled).
Section 4. If a player, when turning, accidentally sees both cards without having announced second turn, he shall be compelled to turn the top card and loses the right to play second turn or grand.
Section 5. The skat must not be looked at by any participant before the end of the game, except by the player when playing a game with the aid of the skat. The two skat cards, except when the player plays a hand with the aid of the skat cards, shall remain with the dealer until the end of the game – and then turned face up on the table.
Section 6. If the player who plays a solo looks at the skat, he loses his game, but opponents may insist on his continuing for the purpose of increasing his loss.
Section 7. If either opponent examines the skat, the player wins. He has the same privilege as in section 6, and the one who looks at the skat loses the number of points the player wins.
Section 8. Whoever discards more or less than two cards loses his game.
TRICKS
Section 1. All participants must keep their respective tricks in the order in which the cards were played so that each trick can be traced at the end of the game.
Section 2. The player has the privilege to throw his game after the first trick and claim Schneider. He loses this privilege after two cards of the second trick are on the table.
Section 3. Participants have the privilege to examine the last trick made. This must, however, be done before the trick made. This must, however, be done before the next card is played.
Section 4. Examining tricks taken, except the last, or recounting is not permitted. Should this be done the opposing side may claim the game.
Section 5. If a player throws down his hole card and declares his game won, he cannot claim another trick.
REVOKES AND MISPLAYS
Section 1. If the player misleads or neglects to follow suit, he loses the game, even though he already has 61 or more points. Anyone of the opponents, however, has the privilege to have such error corrected and proceed with the game to its end for the purpose of increasing the player’s loss. If, then, one of the opponents makes one of these errors, the player wins his game, and the full value scored by the player is charged, within a circle, against the opponent making the error.
Section 2. If either of the opponents leads wrongly, plays out of turn, or neglects to follow suit, the error must immediately be corrected if possible. The play then must proceed to the end. If the player then makes one of the errors above mentioned, he loses the game and the first error is fully condoned. The player must get 61 or more points to enable him to get a bona fide game. (The meaning of this section is that no player can win a bona fide hand on a misplay by an opponent. In such case the hand must be played to the end to determine if the player could win his hand, or had a possible chance had the misplay by an opponent not occurred. The skatmeister must be called to decide if the player had a possible chance to win, and if so, he may so rule. He must okay the play if won. If the skatmeister rules that the player could not win, he then, nevertheless, receives credit for points, within a circle. The one making error also loses the full value of the hand, within a circle.)
Section 3. If, during the progress of a game, the player places his cards upon the table or exposes them, this shall be construed as his claiming the remaining tricks, and if he fails to make them all, he losses the full value of the game unless he already has 61.
Section 4. If, the progress of the game, any one of the opponents places his cards upon the table or exposes them, this shall be construed as his declaring thereby to have defeated the player’s parlor poker games ; all the remaining cards belong to the player, and should this make 61 or more points for the player, he wins and the opponent who erred shall be charged with the full value of the game within a circle.
Strategy of Skat.
For a trump bid the hand should usually hold a minimum of five trumps. Actually, the normal conservative minimum for a handplay bid is eight cards that are trumps, ace, or tens. But many experienced players will bid with a count of seven, or six, if the player wishes to use the skat. But it is not wise to bid in the hope that the skat will furnish a trump or other specific card, but proper to expect the skat to strengthen the hand by one trick. The following tables show why:
CHANCES OF BUYING ONE CARD IN THE SKAT
To find
Approximate Odds
Any one card
10 to 1 against
Either of two cards
5 to 1 against
Any one of three cards
3 to 1 against
Any one of four cards
2 to 1 against
Any one of five cards
3 to 2 against
Any one of six cards
Even
Any one of seven cards
6 to 5 for
Any one of eight cards
3 to 2 for
Any one of nine cards
2 to 1 for
After obtaining skat, make the discard as in Five Hundred. That is, it is best to keep long suits intact and reduce short suits. Sometimes a ten not guarded with the ace must be discarded in order to save it.
The player should usually lead trumps. By pulling two trumps for one, he will protect his side cards. but, don’t overlook the possibility to discard unwanted cards, rather than trumping, when an opponent leads a suit of which the player is void.
The opponent should attempt to keep the player “in the middle,” that is, throw the lead to the opponent on the right so that he can lead through the player. The opponents should try to smear (discard ) to each other the aces and tens that they could not otherwise win against the player’s trump tricks. to forestall a smear by one opponent on the other’s trump tricks, the player should give up tricks to adverse trump stoppers on early rounds rather than later.
Räuber Skat.
In this variant of regular Skat, the tournee game is eliminated, and the player has the option of handplay – playing without the skat or of picking up the skat and then naming his game. In either case he has a choice between naming a suit or only the jacks as trumps. The increased use of the skat leads to livelier bidding and to some spectacular possibilities. Suppose that forehand wins the bid, picks up the skat, and then holds.
none
A 9 8 7
A 10 8 7
A 10 8 7
If he wishes to risk the chance of finding a void in the hand of an opponent, the player may try for maximum four hand score sheet by declaring clubs trump. He lays away the two red aces, then leads his remaining ace and the two tens. If he can win these three tricks, he must catch at least 7 additional points in spades and 3 each in the red suits. The opponents catch only 54 points. The player, being “against eleven,” scores 12 times 12, or 144 points
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AMERICAN WHIST
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AMERICAN WHIST
BID WHIST
VINT
BOSTON
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Pinochle many Variations
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Pinochle many Variations
Two-Handed Pinochle
Two-Handed Doubling Redoubling
Auction pinochle
Strategy at Auction
CAD found
Partnership Auction
Auction pinochle without wido Individual play
Partnership Aeroplane Pinochle
Radio Partnership Pinochle
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Other Members of the Bezique Family
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The Bezique Family
Rubicon bezique
Two-handed sixty-six
Two-handed piquet
Imperial
Jass
Boo-Ray or BOURÉ
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The Big Euchre Family
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The big euchre family
Strategy of euchre
Auction euchre
Table of scoring points
Napoleon
Spoil five
Double hasenpfeffer
Ecarte
Three-card loo
Schafkopf
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The Heart Group
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Heart Group
Spot Hearts
Black Widow Hearts
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The All-Fours Group
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All-Fours Group
Shasta Sam
Auction Pitch Joker
Razzle-Dazzle
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Banking Card Games
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Banking Card Games
Black Jack, casino Style
Black Jack Strategy
Pontoon
CHEMIN DE FER
CHEMIN DE PER must play
Baccarat Banque
Faro or farobank
ZIGINETTE
CHINESE FAN-TAN
Banker and broker
Red Dogs
Card craps
Lottery
TRENTE ET QUARANTE
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The Stops Games
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Stops Game
SNIP-SNAP-;SNOREM
ENFLE
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Skarney® and How It Is Played
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Skarney® and How It Is Played
Alternate Skarney
Skarney Singles
SKARNEY GIN ®
Skarney Gin Doubles
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Cheating at Card Games
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Cheating at Card Games
Professional Card Cheats
Nullifying the Cut
The Peek
How to Shuffle Cards
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Dice and their Many Games
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Dice and their Many Games
The Casino Game: Bank Craps
THE CASINO’S LPERCENTAGE OF BANK CRAPS BETS
SCARNE’S RULES FOR OTHER DICE GAMES
English Hazard
Hooligan
General
Double Cameroon
Partnership Straight scarney Dice
Scarney Duplicate Jackpots
Scarney Chemin de Fer
Applying All Card Games Poker
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Games Requiring Special Equipment
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Backgammon
Parcheesi
Hasami Shogi
Scarney
Follow The Arrow
Roulette
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Lottery and Guessing Games
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Lottery guessing game
Tossing Game
Race Horse Keno
Moko
The match Game
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Glossary of Game Terms
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glossary
glossary1
glossary2
glossary3
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